Karin Special Moves

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Street Fighter V Official Digital Strategy Guide

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Karin Special Moves

LK Kanzuki-Ryu Hokojutsu Sappo
Startup

Active

Recovery

24

Guard Level

On Hit

On Guard

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

0

MK Kanzuki-Ryu Hokojutsu Sappo
Startup

Active

Recovery

25

Guard Level

On Hit

On Guard

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

0

HK Kanzuki-Ryu Hokojutsu Sappo
Startup

Active

Recovery

26

Guard Level

On Hit

On Guard

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

0

EX Kanzuki-Ryu Hokojutsu Sappo
Startup

Active

Recovery

21

Guard Level

On Hit

On Guard

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

-300

Kanzuki-Ryu Hokojutsu Sappo: Karin’s extravagantly named command dash can be initiated as a neutral game movement tool, to chase back inside after a knockdown, and to cancel into from normal move pokes to follow up for attack/throw pressure. The kick button used determines the distance traveled and the total duration of the “KRHS” or “Sappo” command dash. The LK version travels a little bit farther than her normal forward dash, while taking 24 frames instead of forward dash’s 16. The MK version only adds one frame to the duration, while traveling 40 percent of the way across the screen. And the HK version adds only one more frame to total duration while traveling halfway across the screen. For a period in the middle that is the same for every version, Karin is low-profile and capable of slipping under many attacks that target the upper body. The EX version travels the same half-screen distance as the HK version in five fewer total frames, while adding projectile invulnerability to the low-profile period. This allows you to use the EX version on reaction to mid-range fireballs, slipping directly through them and affording Karin a combo opportunity. (The EX version’s hurtbox is also slightly less tall than the normal versions, which helps EX Sappo EX Tenko function as an effective anti-air against long-range jump-ins.)

If you make no inputs during it, Kanzuki-Ryu Hokojutsu Sappo is basically a slower, longer-ranged dash, but it can also be canceled into several options that are functionally specials all their own. You must cancel very quickly, so when you’re using Sappo specials, you’ll already have chosen which one to use instead of playing a game of starting up Sappo dash and then deciding which follow-up is relevant.

Canceling into Sappo from particular normals on counter-hit can afford you new combo opportunities. Cancel from normals to KRHS on guard, and Karin will immediately move in forward aggressively, sort of like Ken canceling normals into his Quick Step V-Skill, or like Cody or El Fuerte using similar antics in Street Fighter IV. Off guarded normals into Sappo, Karin is always left at a potentially punishable disadvantage, but you may still get away with this (and thus earn a close throw attempt or hit-check attempt) depending on what your challenger is focused on and worried about. Moves started from EX Sappo are distinct versions from regular Sappo specials.

Tenko during Sappo
Startup

9

Active

3

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-10

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

60

Stun

100

Meter Gain

0/40/20

Tenko (Just Frame) during Sappo
Startup

6

Active

4

Recovery

18

Guard Level

HL

On Hit

D

On Guard

-10

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

80

Stun

100

Meter Gain

0/50/25

EX Tenko during EX Sappo
Startup

6

Active

4

Recovery

18

Guard Level

HL

On Hit

D

On Guard

-7

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

120

Stun

150

Meter Gain

0

Tenko: Karin’s dashing uppercut punch launches whomever it strikes into a jugglable flipping knockdown. You execute Tenko by pressing during her Sappo command dash, Kanzuki-Ryu Hokojutsu etc. From a non-EX Sappo dash, there are two versions of Tenko that you can perform, depending on when you input . Press within three frames of finishing the input for the “Just Frame” Tenko. (Although it’s not really a “just,” or frame-perfect, input because it’s a three-frame window, much easier than kara cancels or plinks used to be in previous games.) If you wait more than three frames to input , you’ll get an inferior version of Tenko with slower startup, mediocre collision boxes, and less damage. You almost always want the “just” Tenko, which is expressed in combo notations later with an input of ~ to highlight the speed required. (Exception: sometimes doing Sappo into late Tenko so that there’s a gap can bait foes into sticking moves out, getting themselves launched in the process; this is a higher-stakes version of doing Sappo into delayed Orochi.)

You really want to be able to do the better version of Tenko on command, so train as much as necessary. In practice, it’s fairly easy to do consistently on a joystick with an input of ~, drumming the buttons as if you meant to throw but just barely messed up the input, hitting slightly earlier. By inputting within three frames, you’ll produce a Tenko that strikes in seven to 10 frames (seven with the best possible input, 10 with the slowest input that still qualifies for the Just Frame Tenko version). If you wait until the fourth frame, normal Tenko won’t hit until the 13th frame after Sappo begins. Just Frame Tenko advances forward about half a body length, and Karin’s head lacks a hurtbox (making it invincible) during active frames. Therefore, it can function as an anti-air that potentially leads to a juggle (see Combo 12) against jump-ins that aren’t directly on top of Karin.

From EX Sappo, EX Tenko is even lower-profile than Just Frame Tenko and hits earliest in eight frames. As with normal Sappo into Tenko, you’ll almost always want a fast input over a slow one, so again, you’ll see it listed here as ~. Note that the projectile-invincibility of EX Sappo disappears the instant you initiate EX Tenko. EX Tenko has increased damage, stun, and juggle potential over normal versions of Tenko and is both a good juggle starter and juggle extender. It’s also a little bit safer if guarded than the normal versions, though every version of Tenko can be punished when blocked.

Just Frame Tenko is great in hit-confirm combos to pop opponents up in position for LK Mujinkyaku juggles, while EX Tenko can keep the juggle going after Mujinkyaku and can even juggle into itself, meter permitting.

Orochi during Sappo
Startup

11

Active

4

Recovery

20

Guard Level

HL

On Hit

2

On Guard

-2

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA

Damage

90

Stun

150

Meter Gain

10/40/20

EX Orochi during EX Sappo
Startup

12

Active

4

Recovery

27

Guard Level

HL

On Hit

D

On Guard

-7

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

100

Stun

200

Meter Gain

0

Orochi: An alternative to Tenko from the Sappo dash, for Orochi, Karin throws her back and shoulder into a full-on body check. When guarded, Orochi leaves Karin safe at -2 disadvantage. In comparison, a blocked Tenko will virtually always lead to reprisal. To check the opponent’s low guard, you’ll have to rely on crouching canceled into Karin’s specials, but both Tenko and Mujinkyaku can get you punished on block. That’s where Orochi comes in. It doesn’t offer the follow-up possibilities of the other specials, but it does offer relative safety.

While there isn’t a “just frame” version of Orochi, you can perform Orochi with two general timings, early and late. You’ll usually want early timing, pressing instantly after your input. This will make Orochi combo when you cancel into it quickly from pokes like crouching , standing , and standing . You can also use the quick version of Orochi as a juggle after Tenko, which does more damage than other options but gives up post-knockdown potential. However, as a change-up to “instant” Orochi timing, you can cancel into Orochi late during Sappo dash, which may coax opponents to stick something out into the gap between your blocked poke and Karin’s delayed shoulder special. Feeding them a poke canceled into delayed Orochi a few times as a counter-hit setup can stop them from reacting to the Sappo dash at all. This gives you openings to simply cancel pokes into a Sappo dash and then stage a throw/frame trap mix-up upon recovery.

EX Orochi is performed with after and leads to a more powerful shoulder attack that crumples on hit while dealing more damage and stun. This crumple is similar to a charged Focus Attack in Street Fighter IV, and it makes EX Orochi Karin’s best one-bar combo extender from an assured hit. (The best ratio of ease to reward from an EX Orochi crumple is to simply use HK Mujinkyaku.) Note that EX Orochi isn’t relatively safe on guard, unlike the normal version.

LK Mujinkyaku
Startup

11

Active

3/3

Recovery

19

Guard Level

HL

On Hit

2

On Guard

-5

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA

Damage

70(30+40)

Stun

100(50+50)

Meter Gain

10/20(10+10)/10(5+5)

MK Mujinkyaku
Startup

11Second: 49

Active

3/3/2

Recovery

23

Guard Level

HL/H

On Hit

2

On Guard

-6

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA (first hits only)

Damage

70(30+40) Second: 90

Stun

90(50+40) Second: 150

Meter Gain

10/20(10+10)/10(5+5) Second: 20/10

HK Mujinkyaku
Startup

13

Active

3/3/3/3

Recovery

31

Guard Level

HL

On Hit

D

On Guard

-15

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA

Damage

120 (30+40+25+25)

Stun

180 (50+40+30+60)

Meter Gain

10/60(10+10+20+20)/30(5+5+10+10)

EX Mujinkyaku
Startup

8

Active

2/2/3

Recovery

17 (5): 14 + 21 landing

Guard Level

HL

On Hit

D

On Guard

-2

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

150(15+15+30+30+60)

Stun

200

Meter Gain

-300

Mujinkyaku: Karin’s upward double-kick and follow-ups. LK Mujinkyaku is a two-hit double kick starting with a mid-hitting shin kick that leads into a launching kick with a very large hitbox that extends well outside of Karin’s hurtbox laterally. The initial shin kick doesn’t share this high priority and doesn’t actually hit as far as Karin’s foot. So, its primary uses are to end juggles with aggressive advantage and as an occasional low-checking two-in-one from crouching (see Combo 1). When canceling from crouching to LK Mujinkyaku, start closer than crouching forward’s max range; canceling from max crouching range will result in the second hit of Mujinkyaku whiffing, leaving Karin extra vulnerable. If both hits are blocked, Karin is at -5. This makes the move essentially off-limits in certain matchups where characters can respond with a five-frame or better reversal on block, like against Ryu, Ken, Necalli, Zangief, or EX-loaded Chun-Li. But in other matchups (and depending on your opponent’s reactions), this tactic is important for making foes nervous in Karin’s footsie range. That gives her the power to simply walk, dash, or Sappo dash forward into close range when the challenger is passively waiting to block low pokes.

MK Mujinkyaku begins with a two-hit kick like the LK version. This behaves the same as the LK version, but after the “up kicks,” Karin proceeds into a whirling, low-crushing overhead attack that’s sort of like Tsumujigari () but with a much higher-priority kick. For the overhead finisher on MK Mujinkyaku, Karin’s whole leg extends forward without a hurtbox, so this will beat most non-invincible attacks. Hitting with crouching LK Mujinkyaku and then poking immediately with crouching again will check enemies low; check them high with crouching MK Mujinkyaku. Deploying mix-ups between LK and MK Mujinkyaku in your ground game can vary wildly in effectiveness depending on your foe’s reactions and their character’s capabilities, so adjust accordingly. Whether they’re suited to the footsies of the current situation or not, these moves will always be important in Karin’s juggle combos.

HK Mujinkyaku follows up the initial two-hit double-kick with two roundhouse kicks that knock down. This is a good combo extender after the crumple caused by EX Orochi. HK Mujinkyaku’s initial “up kicks” also have more juggle potential than the LK or MK versions do; you can actually juggle with LK Mujinkyaku, then (if Karin’s close enough) immediately juggle with HK Mujinkyaku. Only the rising kicks portion will juggle, and then Karin’s finishing roundhouse kicks will whiff, making this dangerous against quick-risers. The HK version isn’t worth deploying in ground games while you’re mixing up between ending crouching with the LK or MK version because Karin’s left at -15 when blocked.

EX Mujinkyaku expends a stock of EX Gauge for a double-hitting, low-crushing spin into a launching double-kick. The hitboxes for hip-check hits of the initial spin extend a little bit outside of Karin’s hurtbox; the hitboxes for both hits of the double-kick at the end extend invulnerably well outside of Karin’s hurtbox and will beat out anything non-invincible around Karin’s legs. It’s a good choice in juggle situations where you’re willing to spend EX Gauge to maximize damage. Examples include EX Tenko or EX Orochi into EX Mujinkyaku. With great hitboxes, relatively fast startup on low-crushing hits, and disadvantage of only -2 when guarded, EX Mujinkyaku can also be used as a kind of downgraded Street Fighter IV Rufus EX Messiah Kick, striking laterally quickly and with high priority when you get a good read on your foe’s low mid-range pokes. This is edge-case use, though.

LP Ressenha
Startup

16/26

Active

2/3

Recovery

19

Guard Level

HL/H

On Hit

2

On Guard

-6

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA

Damage

90(30+60)

Stun

100(50+50)

Meter Gain

10/60(20+40)/30(10+20)

MP Ressenha
Startup

21/30

Active

2/4

Recovery

18

Guard Level

HL/H

On Hit

2

On Guard

-5

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA

Damage

100(30+70)

Stun

150(50+100)

Meter Gain

10/60(20+40)/30(10+20)

HP Ressenha
Startup

26/36

Active

2/3

Recovery

17

Guard Level

HL/H

On Hit

1

On Guard

-4

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

CA

Damage

110(30+80)

Stun

150(50+100)

Meter Gain

10/60(20+40)/30(10+20)

EX Ressenha
Startup

5/13/20

Active

2/2/2

Recovery

23 + 12 landing

Guard Level

HL

On Hit

D

On Guard

-40

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

140(30+40+70)

Stun

200(50+50+100)

Meter Gain

-300

Ressenha: Karin’s fanning, two-hit overhead wheel punch. During active frames, her arms’ hitting area extends outside of her hurtbox without making Karin more vulnerable, so these have good priority if they meet up with the opponent’s normals. You can treat this as a standalone attack or a fork to one of two potential follow-ups: the Senha Resshu throw or Senha Kusabi slide kick. Ressenha’s first hit isn’t an overhead and hits fairly high up anyway, so it will whiff on crouchers and actions with a low profile. The second hit is the overhead and must be blocked standing. The button used determines how quickly Ressenha hits, how far it travels, how safe it is on block, and how much damage/stun it deals. LP Ressenha’s first hit connects fast enough to use in combos up close against standing foes. Used for its overhead hit, LP Ressenha strikes on the 26th frame, slower than Tsumujigari overhead but quicker than a standard jump-in. It’s the most punishable version on block, though. MP version travels a little bit farther, while adding four frames to the startup of the overhead hit (30 frames). HP Ressenha travels the farthest (going over half the screen), is at the best frame situation on block (-4, compared to -5 for MP version and -6 for LP version), and is projectile-invincible during its airborne frames, so it works when used predictively against a mid-range to long-range combatant’s fireballs.

Ressenha doesn’t allow for links on hit, but you can chain into Senha Kusabi for a knockdown, or even cancel on landing into Karin’s Critical Art.

EX Ressenha is basically a different attack that functions as a close-range Shoryuken-like reversal and juggle extender. Karin springs upward and hits with an invincible elbow launcher in only five frames. At the apex of her upward travel, she follows up with a double wheel punch juggle, then falls back to Earth. Whether for its invincible defensive properties or to maximize juggles ending in a corner, EX Ressenha is usually the best place for Karin’s EX Gauge to go. Just know that it’s vulnerable to counter-hits on recovery, so if you guess incorrectly on a defensive EX Ressenha, you may be asked to see your opponent’s best Crush Counter combo.

Senha Resshu during Ressenha
Startup

23

Active

2

Recovery

8 + 14 landing

Guard Level

THROW

On Hit

D

On Guard

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

120

Stun

150

Meter Gain

5/50

Senha Resshu: As Ressenha ends, tap ; Karin flips back into the air and spins back to Earth with a throw that strikes at a standing target’s chest and head level. This can be a decent follow-up to turtling foes who just keep stand-blocking after Ressenha, but most players are going to default to defensive crouch after blocking Ressenha. Crouch-blocking not only avoids Senha Resshu altogether, but it also naturally guards against the possible Senha Kusabi slide. Against enemies who react properly after blocking Ressenha, the only use you might get for Senha Resshu is as an edgy change-up after doing Ressenha too far away on purpose so that it whiffs altogether. Senha Resshu then serves as an airborne follow-up that may grab a challenger who is still holding , expecting to block Ressenha, or a foe who responds to whiffed Ressenha by dashing in. This is a once in a blue moon type thing, however.

Senha Kusabi during Ressenha
Startup

15

Active

8

Recovery

22

Guard Level

L

On Hit

D

On Guard

-11

LK Sappo Hit

LK Sappo Guard

VTX Hit

VTX Guard

Cancel

Damage

60

Stun

100

Meter Gain

10/50/25

Senha Kusabi: This is Karin’s canned slide-knockdown follow-up to Ressenha. Tap as the overhead punch ends to chain into this kick. If you know that Ressenha will hit (like you’ve successful scouted a fireball and are blowing through it with HP Ressenha), you can chain into this on reaction. This is also good if you use LP Ressenha in close-range combos, finishing with Senha Kusabi for a knockdown. Avoid using Senha Kusabi except as a confirmed follow-up hit. It’s very punishable if blocked, and the opponent doesn’t have a reason to do anything after blocking Ressenha high than to switch to low block anyway, so there’s not much of a mix-up here unless your current foe just doesn’t know how it works. If you want to hit low after Ressenha, simply let it recover and then proceed into crouching (Combo 1) tricks.

Notes